Which GW1 profession is for the chop for GW2?

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Phoenix Tears
Phoenix Tears
Desert Nomad
#201
Quote:
Originally Posted by FeroxC
<Phoenix Tears> Look into my eyes, don't look around the eyes, look into the eyes.
<Phoenix Tears> Burning Titan, i want you to start to attack me but then miss.
<Phoenix Tears> and your back in the game.
no comment >.>
doudou_steve
doudou_steve
Lion's Arch Merchant
#202
I'm for they cut the 4 additional professions, it made too much trouble. I hope they will keep the holy trinity but maybe add *advancement* in them. For example:- rank: Warrior->knight->Templar
Monk:-> priest-> uber buffer
Elementalist:->Sorcerer/Witch-> etc.....
Fox Reeveheart
Fox Reeveheart
Jungle Guide
#203
I personally hate the warrior... HATE IT. its a wonderful secondary but primary... ugh... if they are going to keep it that there is one body model for each class then PLEASE chop the warrior. I hate it that if you want to be a warrior you have to be some big hulking brute... all those faces and hairs look TERRIBLE.

Also, keep the 10 classes BUT...

Cut out sin, throw in the chronomancer from the canceled Utopia
Aleron
Aleron
Ascalonian Squire
#204
Quote:
Originally Posted by Fox Reeveheart
I personally hate the warrior... HATE IT. its a wonderful secondary but primary... ugh... if they are going to keep it that there is one body model for each class then PLEASE chop the warrior. I hate it that if you want to be a warrior you have to be some big hulking brute... all those faces and hairs look TERRIBLE.
lol... I like my Warriors. I created a second one to keep in pre-searing. I agree with cutting the sin, though. He's a skinny little turd. I'll probably delete mine.
Sefk
Sefk
Ascalonian Squire
#205
-_-

I bet that there wont be assassin, ritualist, dervish and paragon in gw2 (at least before an expansion), since gw2 will be Tyria centered.

And don't forget, there wont be sunspear and kuz/lux anymore.
D
DeXyre
Academy Page
#206
I hope they cut them all and start with something new and fresh
Z
Zahr Dalsk
Grotto Attendant
#207
Please fix the monk to properly reflect the class (martial artist) or change the name to something more appropriate, like cleric or priest.
Stormlord Alex
Stormlord Alex
Grotto Attendant
#208
Quote:
Originally Posted by Zahr Dalsk
Please fix the monk to properly reflect the class (martial artist) or change the name to something more appropriate, like cleric or priest.
Monk seems like a pretty accurate proffession to me.

Not every monk is a kick-ass shaolin martial artist, fyi.
D
D E C E P T I V E
Frost Gate Guardian
#209
Quote:
Originally Posted by Avoc
Anet needs to split magic and sword apart, removing the class system all together making it easier to play what you want, when you want it, without having 10 different characters.

When you make a character you decide which path that character should follow, either the path of steel or the path of magic.

The path of steel would make it possible for your character to switch classes in all the melee related proffesions like warrior, ranger, assassin and paragon.

The magic school would do the same, but with the magic using proffesions.

You would not be able to switch in between schools however.
What about all of the cool melee caster classes W/E or A/E or E/A or M/W, M/A, M/D to name just a few that have been really fun to play. Your suggesstion places way too much limitation on the game. A suggestion that I like better would be to just allow people to build their character and change thier primary profession as well as their secondary when they want to and make thier storage big enuff for all the gear that would require. That would eliminate the problems of having to have so many characters in order to do different things.

For all of the people suggesting that its GW2 and all the radical concepts related to eliminating all the original professions altogether, I think that is just crazy and I dont really expect to see that. It is after all Guild Wars 2, which should have a pretty strong foundation within and be built upon GW1. If they were going to do something like that I would expect an entirely different name to an entirely different game.

For all the questions surfacing about why create different races I say they arent really creating any races that we havent already seen, guess you could argue sylvari,.... anyway the only thing that is really going to be new is that they are playable races. I dont doubt that different races may have some sort of special effects in them that might enhance the use of skills in certain ways, or somemthing built into the race that will effect gameplay in the way that the primary attribute effects your skills in GW1.

Still think the most likely to be eliminated if any are dervish, paragon, and rt.
Dervish serve purposes that can be easily fulfilled by other classes. Never really found anything that I can do with a dervish that I cant do better with my warrior, other than tank, run, or farm. All of that is pretty useless imo. I actually like paragons and they are actually pretty unique, but highly unfavored among the GW population. Rts are just overpowered imo. If it were up to me id say get rid of the dervish, but all of this I do understand is just my opinion.
Hyper Cutter
Hyper Cutter
Desert Nomad
#210
I'd like to see melee professions reworked so that no one of them dominates (primarily to make warriors no longer too good).

Also, just mash together the mesmer and necro already, they overlap like hell anyway...
draxynnic
draxynnic
Furnace Stoker
#211
Quote:
Originally Posted by Lady Lozza
I rather like this idea too. Mesmers and Assassins are basically 1v1 classes, I can see them rolled up into one.
Well, aren't many of the original concepts for the Mesmer armed with a rapier? ('Course, they may have been drawn at the time when wands gave an energy bonus but couldn't be used to attack...)

Quote:
Originally Posted by Phoenix Tears
Normally the mesmer should have nothing to do with Illusion Magic directly. Illusion Magic is merely practiced far more by typical Wizards and Rogues.
The Mesmer is a typical Wizard... and maybe even a magic-focussed Rogue if they so choose.

Basically, the split is that the Elementalist carries the flashy boom-type effects that a 'typical Wizard' may carry, while the Mesmer carries the subtler mind-affecting effects and illusions. If anything, the Mesmer is probably closer - outside of games where the mechanics favour flashy boom spells, the 'typical wizard' in a story is often more likely to rely on Mesmer-like abilities then resort to elemental magic to do everything, unless elemental magic is itself an important theme in the story.

Essentially, the 'typical wizard' you're talking about, in GW1 terms, is either a Me/E or an E/Me.

The name is a little unfortunate, but that side of things doesn't really have an obvious name that can be used to distinguish that sort of magic like the elementalist or necromancer does - possibly because that particular skill set is assumed in pretty much every 'typical wizard' that's ever been created in myth or fantasy unless they specifically focus in something else - and even then, they usually have mesmer-like powers in reserve

To put things in Magic terms: Monk, necromancer, elementalist and mesmer are white, black, red and blue, respectively.
Alleji
Alleji
Forge Runner
#212
I'd like to see all 4 expansion professions chopped. As much as I like rits (not really a fan of the other 3), the game was just better balanced without them.
Aleron
Aleron
Ascalonian Squire
#213
Nooooo... not the Dervish! I like my Derv. The rest can go
Witchblade
Witchblade
Polar Bear Attendant
#215
Chop Dervish, less useful class imo
romeus petrus
romeus petrus
Jungle Guide
#216
Quote:
Originally Posted by Witchblade
Chop Dervish, less useful class imo
QFT

Merge Wars and Dervs, after all a derv is a war with less armor and more enchants.

Cant think of a reason to keep the Sin as it is. May be a merge of its attributes with another profession might me useful, A Mes-Sin combo as a single prof might be the best option for both. As much as I love my rit, I have to admit that a Necro-Rit combo might actually be a good idea too.
Fox Reeveheart
Fox Reeveheart
Jungle Guide
#217
wtf!? dervs rule! Though I always questioned why they were described as frontline warriors that swung their scythe at many foes, getting into the thick of it yet having less armor <.<.

If they make dervs less enchant-oriented they will be a much better class.
enxa
enxa
Krytan Explorer
#218
Why do all of you insist that ritualists should be merged with necromancers?
They have nothing in common!
Necros worship death and have a mini orgasm whenever something dies (gain energy), are masochistic and just perverted, while ritualists are a sipritual, faithfull lot, and use that faith to heal allies or channel it to harm foes.

If it is supposed to be merged with anything, it should be with the monk. Period.
MithranArkanere
MithranArkanere
Underworld Spelunker
#219
Quote:
Originally Posted by enxa
Why do all of you insist that ritualists should be merged with necromancers?
They have nothing in common!
Necros worship death and have a mini orgasm whenever something dies (gain energy), are masochistic and just perverted, while ritualists are a sipritual, faithfull lot, and use that faith to heal allies or channel it to harm foes.

If it is supposed to be merged with anything, it should be with the monk. Period.
Monks do not have sacrifice spells and do not summons cratures.

Spawning power affects spirits AND minions.

They deal with death in a different way, but they still deal with death.
Craywulf
Craywulf
Frost Gate Guardian
#220
I'd like to see the whole profession idea out the window in favor of selecting 7 attributes and one primary attribute. I've posted this idea in another similar thread.

Quote:
I don't think we should have professions at all. I would like to have option of interchanging our attributes.

Another words, I would like have a character who has these attributes

1. Swordmanship
2. Marksmanship
3. Dagger Mastery
4. Spear Mastery
5. Scythe Mastery
6. Protection Prayers
7. Tactics
8. Energy Storage (primary)

This would be a Jack-of-all trades Warrior. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you are a Necromancer and never use Blood Magic then what's the point of having that attribute?

I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor.

I think armor requisites be very similar to the way weapon requisites are, in that only a character which has Strength and/or Tactics can carry a shield can also wear Warrior armor depending on which which of the two Warrior attributes is needed.

Elemental armor can have requisite to just like its weapons. For example the fire-based robes (Flameforged) would require you to have say 8 in Fire Magic attribute.

Armor rating should based on how much you put in the attribute. So if you want max armor you're gonna need to put more into it than the initial requirement. So if Flameforged armor has a rating of 15 at minimum of 8 requisites of Fire Magic. Each extra point raises it to the next rating. So you would need need 13 in Fire Magic to get Max Armor (60) rating for Flameforged Armor.

What I'm suggesting allows for more customization in character development. It also would be easier to alter your path of development should you want to change primary professions. You aren't stuck trying to play through the game with a limited skill bar. So yeah I can see it helping to avoid grinding if the skills are not properly balanced.

The risk of this is that too many characters will have formulaic build in the beginning of development. So there will be grinding, it just won't be from a restricted skill bar. The way to fix that would be to allow access to all skills from the beginning but each skill/spell having a requisite based on the amount of potential damage.

So if your a low-level character and put all your attribute points in Mysticism just to use Avatar of Dwayna (which would have high requisite because its a powerful skill), you leave nothing for the other 7 skills let alone armor and weapons requisite.